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Author Topic: Blank Plays: X-COM Apocalypse  (Read 28547 times)

hexedmagica

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Re: Blank Plays: X-COM Apocalypse
« Reply #255 on: August 07, 2013, 09:36:48 pm »

Damn, I died. At least it took both a rocket impact to the face and the splash damage from it, which is more than can be expected from a X-COM soldier.
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #256 on: August 07, 2013, 09:44:47 pm »

Damn, I died. At least it took both a rocket impact to the face and the splash damage from it, which is more than can be expected from a X-COM soldier.

it's damn impressive to be honest, I'd thought you'd survive by the skin of your teeth, you just got unlucky really.
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #257 on: August 15, 2013, 08:18:36 pm »

Sorry it's been a while, work is a bitch sometimes. Though running Xcom is even harder . . .

Blank Plays: X-Com Apocalypse Episode 36

Back to ship swarms! It will work as long as I don't use manual control . . . we don't talk about manual control . . .

Honestly all I need to satisfy myself is to shoot down 2 more UFO's then we are home dry, we might have some rough patches but we can make it! After that it's just finishing researching and kicking ass, though both are gonna take time. Also kicking ass is pretty hard!

Then I plan on buying a third base and all but destroying X-com Res, or better yet putting in a skeleton crew and using it to ambush alien raiding parties, which might a pretty good bloody plan. Fill it with security stations and a few soldiers and go to town on them. Whilst actually building the new base with a good layout and all the needed research stations, but that's a very long term plan.

~Blank
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Thexor

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Re: Blank Plays: X-COM Apocalypse
« Reply #258 on: August 15, 2013, 09:44:31 pm »

Yay! The LP isn't dead! Even if I am...

You might consider stationing some of your ships in other corp's buildings. I don't think they mind, and taking advantage of the 6 launch tubes of your adjacent buddy Marsec would help immensely with your swarm.  :)
You can also 'cancel' orders by right-clicking. Technically it gives a "look here" order instead, but if you right-click in the direction of an alien, it's basically the same thing as a stop order.
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #259 on: August 16, 2013, 04:37:53 am »

Evidence states that squads consisting entirely of fleshies are inclined to correct themselves.

The pistol has been retained due to the proficiency displayed by hot plasma in the field of eliminating small fleshy creatures that infest the spaces afforded to the non-human staff. In its absence the heavy launcher should suffice.

The hangars appear to possess insufficient competence to adequately equip new vehicles.
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lazygun

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Re: Blank Plays: X-COM Apocalypse
« Reply #260 on: August 16, 2013, 08:09:14 am »

Well now you researched toxiguns you need to tell your workshops to stop whatever they are making (reduce quantity reqd to 1 and wait for it to be complete) and start making toxiguns and toxin A. You need to research live aliens for toxin B, specifically chrysalis and both kinds of worms according to ufopedia. So you need to get better at using those stun grenades. That'll also get you shields to research. Important note: aliens in stun gas will generally try to run out of the cloud instead of shoot at you.

That second explosion was from an alien throwing vortex mine at your guys. I saw it in the air before the popper even exploded. You were talking about how it was vital to kill the popper and I was shouting at the screen "Nooo! Sprint for the exit! Now!". Nasty explosion! Unfortunately the organisations get just as annoyed when the aliens wreck the battlemap with explosions.

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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #261 on: August 21, 2013, 10:57:00 am »

Ok that's a bad touch!

Blank Plays: Xcom Apocalypse Episode 37

Oh and for the most part, screw you RAM!

We have a bad day at the office, though we did scare off some UFO's! So it's swings and roundabouts really.

We also prepare to bring a few more people back into the XCOM to help replace some people 'on vacation'. Even if it does mean scooping King Kittens brains into a robot.

Yay! The LP isn't dead! Even if I am...

You might consider stationing some of your ships in other corp's buildings. I don't think they mind, and taking advantage of the 6 launch tubes of your adjacent buddy Marsec would help immensely with your swarm.  :)
You can also 'cancel' orders by right-clicking. Technically it gives a "look here" order instead, but if you right-click in the direction of an alien, it's basically the same thing as a stop order.

After the launch time we experienced in this episode that might be a real good idea. I was considering splitting the craft between my two bases, for fast response time in different parts of the city.

Also the Right-click thing is awesome, I've known about it from the start. Though I will honestly be interested in knowing if there is a cancel orders button.

Evidence states that squads consisting entirely of fleshies are inclined to correct themselves.

The pistol has been retained due to the proficiency displayed by hot plasma in the field of eliminating small fleshy creatures that infest the spaces afforded to the non-human staff. In its absence the heavy launcher should suffice.

The hangars appear to possess insufficient competence to adequately equip new vehicles.

Quiet you! I'm heavily considering checking your programming now after that incident!

~Blank
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Thexor

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Re: Blank Plays: X-COM Apocalypse
« Reply #262 on: August 21, 2013, 05:14:25 pm »

That one rocket... ouch. RAM needs either his ocular sensors or his allegiance checked after that shot!  :o

You definitely need to send vehicles to buildings with more launch tubes. Ideally, those buildings should also be close to the alien gates. (Obviously, proximity to the alien gates is useless if you don't have lots of launch tubes, swarms aren't terribly effective when the aliens can shoot them down one by one!) Also, don't forget that you're out of ammo on several of the hovercars - wouldn't do to launch them all next time with no bullets!  ;)
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RAM

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Re: Blank Plays: X-COM Apocalypse
« Reply #263 on: August 21, 2013, 07:57:06 pm »

2:36 The rendor plasma guns turned red after a while when you were loading them into vehicles, I think that they ran out of ammunition.
3:00 Nevermind...
11:27 Permission to terminate X-com personnel acquired, programming adjusted.
18:21 Defect found in heavy launcher, requesting twin devastator configuration.
22:11 Fleshy brains recovered, pants not recovered...
22:27 Robots have no agenda == true...
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hexedmagica

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Re: Blank Plays: X-COM Apocalypse
« Reply #264 on: August 21, 2013, 10:15:57 pm »

I'm pretty sure in that combat the actual factory took more damage than the aliens themselves.
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Thexor

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Re: Blank Plays: X-COM Apocalypse
« Reply #265 on: August 22, 2013, 12:20:21 am »

Oh, forgot to mention: careful with that "fly at maximum altitude" suggestion. If you're above the aliens, then they are shooting up and you are shooting down. Their missed shots go off into the sky; your missed shots go into buildings belonging to powerful megacorporations, who will spend hours reviewing security footage to check which side fired the shot that blew up their office.  ;)
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #266 on: August 27, 2013, 04:04:57 pm »

Look after your environment, preform dangerous anit-alien combat in your local recyclatorium!

Blank Plays: X-COM Apocalypse Episode 38

Though on a whole I think I should stay away from the ultra-fast button, I seem to lack the most basic level of attention required to use it! Other than that the combat was simple and efficient, no room for tactical genius there! Though we did get with only a few cuts and bruises, maybe some las burns. Nothing some bed rest can't fix!

Oh, forgot to mention: careful with that "fly at maximum altitude" suggestion. If you're above the aliens, then they are shooting up and you are shooting down. Their missed shots go off into the sky; your missed shots go into buildings belonging to powerful megacorporations, who will spend hours reviewing security footage to check which side fired the shot that blew up their office.  ;)

I'd actually never thought of it like that, damn you Thexor and you actually considering the outcome of your actions! Still this is now something I'll bring into consideration!

I'm pretty sure in that combat the actual factory took more damage than the aliens themselves.

We'll just file it under collateral damage, hell it was like that when we got there . . .

2:36 The rendor plasma guns turned red after a while when you were loading them into vehicles, I think that they ran out of ammunition.
3:00 Nevermind...
11:27 Permission to terminate X-com personnel acquired, programming adjusted.
18:21 Defect found in heavy launcher, requesting twin devastator configuration.
22:11 Fleshy brains recovered, pants not recovered...
22:27 Robots have no agenda == true...

Silly RAM with your number and Robot talk, that almost looks like a Youtube comment!

22:11 Fleshy brains recovered, pants not recovered... That was a mortal blow for Xcom, whats the latin for "No Pants left behind!" we need this as our motto!

~Blank
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Thexor

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Re: Blank Plays: X-COM Apocalypse
« Reply #267 on: August 27, 2013, 07:26:12 pm »

A mission with no casualties? What nonsense is this?!

That Elerium shortage is a problem, though. I'd strongly recommend solving it before the next UFO wave - it won't do to have your hovercars only half-loaded during a fight, and you do not want to be transferring and equipping new weapons while there are aliens controlling the skies!
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darkflagrance

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Re: Blank Plays: X-COM Apocalypse
« Reply #268 on: August 28, 2013, 04:38:04 pm »

Another close shave for me ^_^
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Blankdoor

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Re: Blank Plays: X-COM Apocalypse
« Reply #269 on: September 04, 2013, 11:25:37 am »

I'm sick of all these damn aliens in my Mega Primus!

Blank Plays:X-com Apocalypse Episode 39

I mean technically we are at war and what not, but now they are simply annoying. When the time comes for us to invade there dimension they'll regret it, but until then we'll keep on struggling!

Either way we get through some pretty standard combat (when do we never have combat . . . .) and I get to ramble on about plans for the future!

A mission with no casualties? What nonsense is this?!

That Elerium shortage is a problem, though. I'd strongly recommend solving it before the next UFO wave - it won't do to have your hovercars only half-loaded during a fight, and you do not want to be transferring and equipping new weapons while there are aliens controlling the skies!

A mission with no casualties can happen, when the gods smile upon us from up high! When we have bathed in the blood of our alien foes and appeased the spirits of our fallen brothers. Those days are good days, but the days we fight and fight hard and lose good men for our cause are great days, to be remembered!

Also yeah we might be fucked when it comes to Elerium!

Another close shave for me ^_^

How close do you like your shaves, just getting your preference now as there will be more in the future, just saying! =P

~Blank
« Last Edit: September 12, 2013, 02:06:44 pm by Blankdoor »
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